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# Changelog
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# Changelog
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## 1.7.1
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### Added
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- **RENDER DIST: stop drawing the map you cannot see.** The orbit rungs now
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cut the world to the ground the camera actually frames, so a connected
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map that falls entirely outside it is skipped before it is drawn --
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terrain, water, grass, flowers and its whole shadow pass. At the high
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rungs, where the camera is nearly overhead, that is most of the frame's
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geometry never submitted.
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**The footprint is not the window.** Tilt the camera and the ground it
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frames stops being the flat game's own rectangle and becomes a
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trapezoid: reaching much further north, flaring much wider out there,
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and pulling in at the near edge. At 35 degrees a 320x288 view reaches
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270 world pixels north where the window reaches 144, and 246 to each
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side where the window reaches 160 -- so a window-sized cut takes a bite
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out of a world plainly on screen, with sky showing through the top and
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both sides. It is derived from the orbit's own basis rather than guessed
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-- the frame's corner rays dropped on the ground plane, in closed form,
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cross-checked against a ray cast in the suite -- and the stored
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rectangle sits north of the view centre, because the trapezoid does.
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**The row is a real render distance at 75.** Past about 63 degrees
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(exactly `atan(2*FOCAL)`) the horizon is inside the frame and "all the
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ground on screen" is an infinite answer, so something has to name a
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distance. FIT is the closest of the four, WIDE through WIDEST push the
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world's edge out, OFF stops cutting. Below that pitch the honest
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footprint is already inside the reach and the row does nothing to the
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picture at all.
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The cut reaches the shader as the same box the headset's DIORAMA uses --
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rectangular now, with two half-extents, and the diorama passes the same
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number twice. Under V-CURVE the rim dissolves rather than cutting,
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because a bent world has no straight sides. The sun and the eye ask the
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same question about the same maps, so the light can never record a map
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the camera did not draw.
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Not on 1ST or 3RD -- the player is standing in the world there -- and
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the box opens out and away over the rung tween rather than vanishing on
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the frame the rung changed. FULL sets it to FIT.
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## 1.7.0
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## 1.7.0
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### Added
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### Added
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@@ -46,41 +88,6 @@
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shader as its own variant, so a flat frame -- and a phone above all --
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shader as its own variant, so a flat frame -- and a phone above all --
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builds and binds exactly what it always did.
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builds and binds exactly what it always did.
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- **RENDER DIST: stop drawing the map you cannot see.** The orbit rungs now
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cut the world to the ground the camera actually frames, so a connected
|
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map that falls entirely outside it is skipped before it is drawn --
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terrain, water, grass, flowers and its whole shadow pass. At the high
|
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rungs, where the camera is nearly overhead, that is most of the frame's
|
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geometry never submitted.
|
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**The footprint is not the window.** Tilt the camera and the ground it
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frames stops being the flat game's own rectangle and becomes a
|
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trapezoid: reaching much further north, flaring much wider out there,
|
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and pulling in at the near edge. It is derived from the orbit's own
|
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basis rather than guessed -- the frame's corner rays dropped on the
|
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ground plane, in closed form, cross-checked against a ray cast in the
|
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suite -- so the cut can never take a bite out of the picture. The stored
|
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rectangle sits north of the view centre, because the trapezoid does.
|
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|
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**The row is a real render distance at 75.** Past about 63 degrees
|
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(exactly `atan(2*FOCAL)`) the horizon is inside the frame and "all the
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ground on screen" is an infinite answer, so something has to name a
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distance. FIT is the closest of the four, WIDE through WIDEST push the
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world's edge out, OFF stops cutting. Below that pitch the honest
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footprint is already inside the reach and the row does nothing to the
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picture at all.
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The cut reaches the shader as the same box the headset's DIORAMA uses --
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rectangular now, with two half-extents, and the diorama passes the same
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number twice. Under V-CURVE the rim dissolves rather than cutting,
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because a bent world has no straight sides. The sun and the eye ask the
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same question about the same maps, so the light can never record a map
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the camera did not draw.
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Not on 1ST or 3RD -- the player is standing in the world there -- and
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the box opens out and away over the rung tween rather than vanishing on
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the frame the rung changed. FULL sets it to FIT.
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## 1.6.2
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## 1.6.2
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### Added
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### Added
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+1
-1
@@ -1,7 +1,7 @@
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{
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{
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"id": "DRAMATIC_SHAPE",
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"id": "DRAMATIC_SHAPE",
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"name": "Dramatic Shape Voxel Mod",
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"name": "Dramatic Shape Voxel Mod",
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"version": "1.7.0",
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"version": "1.7.1",
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"api": 2,
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"api": 2,
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"entry": "main.lua",
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"entry": "main.lua",
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"profile": "content",
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"profile": "content",
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